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Author Topic: Distant Colony - Boardgame - Game over!  (Read 37405 times)

Mephansteras

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Distant Colony - Boardgame - Game over!
« on: July 02, 2013, 02:49:05 pm »

So, I have a new board game I've been developing that I think will be fairly easy to run as a forum game. I did this once before for one of my games, which was a little slow, but worked quite well and gave me some very good insight into the game.

All of the players will be running a settlement on an Alien planet that has recently been opened for colonization. You will add colonists of various types to your settlement, build various buildings, produce & consume resources, trade, and ultimately win by having the settlement with the best reputation. Reputation is gained through the buildings you have staffed at the end of the game as well as points accrued by certain buildings during the game.

For those that are into boardgaming, it's kind of a mix between Puerto Rico and Race for the Galaxy.

The game can hold up to six players, and most phases are simultaneous. I'll be running things and doing book keeping, but most turns should be able to run without my interference and in some cases the players could even start on the next turn without waiting for me. That said, regular activity from the players would be required to keep things moving. Assuming an average of a turn a day, the game should go for about a month.

Game is now full. I can still add people to the replacement queue, though.

Player List
  • GreatWyrmGold
  • Kashyyk
  • PyroDesu
  • Toaster
  • evilcherry
  • Dariush

Replacement Queue
  • rolepgeek
  • PkGamer



Space Station
Colonist Pool: 0
The Colonist Pool is empty, triggering End of Game
VP Pool: 36
Trade Environment: Famine

Available Colonists:
    NONE 

Available Resources:
ResourceAmountCostBuys At
Food643
Basic Raw632
Rare Raw354
Basic Goods654
Rare Goods354
Xeno Materials365
Basic Machines676
Advanced Machines31312




Settlements

GreatWyrmGold (18 VP)
VPs: 9
Temporary Housing: 3 Criminal, 3 Skilled (-9 VP)
Reserved Colonist: None
Wealth: 6
Resources: 1 Basic Machine, 2 Basic Goods (2 VP)
Warehouse: 2/5
Contracts: 1 Basic Goods, 1 Rare Goods, 1 Advanced Machine
Size: 8/15
Colonial Center - 1 Expert
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Harvester - 1 Unskilled (2 VP)
Basic Goods Factory - 1 Unskilled (3 VP)
Basic Machine Factory - 1 Skilled (5 VP)
University - 1 Unskilled, 1 Expert (3 VP)


Kashyyk (23 VP)
VPs: 2
Temporary Housing: 2 Skilled, 1 Criminal, 1 Unskilled (-5 VP)
Reserved Colonist: None
Wealth: 3
Resources: 3 Basic Goods, 2 Rare Raw (2 VP)
Warehouse: 5/5
Contracts: 1 Basic Machine, 3 Advanced Machine, 1 Basic Goods
Size: 13/15
Colonial Center - 1 Expert
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Harvester - 1 Unskilled (2 VP)
Goods Factory - 1 Unskilled (3 VP)
Rare Goods Factory - 1 Skilled (4 VP)
Prison - 3 Criminals (3 VP)
Rare Harvester - 1 Skilled (3 VP)
Market - None (0 VP Unstaffed)
University - 1 Expert, 1 Unskilled (3 VP)
University - 1 Skilled, 1 Unskilled (3 VP)


PyroDesu (27 VP)
VPs: 0
Temporary Housing: 2 Unskilled (-2 VP)
Reserved Colonist: None
Wealth: 20
Resources: 1 Food, 1 Basic Goods, 1 Basic Machine (3 VP)
Warehouse: 2/5
Contracts: 1 Advanced Machine
Size: 13/15
Colonial Center - None
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Harvester - 1 Unskilled (2 VP)
Harvester - 1 Unskilled (2 VP)
Goods Factory - 1 Skilled (3 VP)
Goods Factory - 1 Skilled (3 VP)
Basic Machine Factory - 1 Skilled (5 VP)
University - 1 Expert, 1 Skilled (3 VP)
University - 2 Unskilled (3 VP)


Toaster (30 VP)
VPs: 13
Temporary Housing: 2 Unskilled, 1 Criminal (-4 VP)
Reserved Colonist: None
Wealth: 3
Resources: 1 Basic Goods (0 VP)
Warehouse: 1/5
Contracts: 1 Advanced Machine, 1 Rare Goods
Size: 11/15
Colonial Center - 1 Expert
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Harvester - 1 Unskilled (2 VP)
Basic Goods Factory - 1 Unskilled (3 VP)
Basic Machine Factory - 1 Skilled (5 VP)
Basic Machine Factory - 1 Skilled (5 VP)
Market - 1 Unskilled (1 VP)
Market - 1 Unskilled (1 VP)
Market - 1 Unskilled (1 VP)


evilcherry (28 VP)
VPs: 19
Temporary Housing: 4 Unskilled, 2 Criminal (-8 VP)
Reserved Colonist: None
Wealth: 4
Resources: 2 Basic Raw Resource, 2 Rare Raw Resource (1 VP)
Warehouse: 4/20
Contracts: 1 Basic Machine, 1 Basic Goods, 1 Advanced Machine
Size: 12/15
Colonial Center - 1 Unskilled
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm Complex - 2 Unskilled (2 VP)
Harvester - 1 Unskilled (2 VP)
Rare Harvester - 1 Skilled (3 VP)
Xeno Farm - 1 Expert (2 VP)
Advanced Laboratory - 1 Expert, 1 Skilled (2 VP)
Warehouse Complex (2 VP)
Machine Factory (0 VP Unstaffed)
Warehouse (1 VP)

Dariush (29 VP)
VPs: 15
Temporary Housing: 1 Expert, 3 Skilled, 4 Unskilled, 2 Criminal (-12 VP)
Reserved Colonist:
Wealth: 1
Resources: 1 Food, 1 Rare Goods, 1 Advanced Machine, 2 Basic Goods (2 VP)
Warehouse: 5/5
Contracts: None
Size: 11/15
Colonial Center - 1 Expert
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Farm - 1 Unskilled (1 VP)
Harvester - 1 Unskilled (2 VP)
Rare Harvester - 1 Skilled (3 VP)
Basic Goods Factory - 1 Unskilled (3 VP)
Rare Goods Factory - 1 Expert (4 VP)
Advanced Machine Factory - 1 Expert (7 VP)
Laboratory - 1 Expert (1 VP)


Turn Order:       
    Kashyyk
    PyroDesu
    Toaster   
    evilcherry
    Dariush
    GreatWyrmGold
   
   
   
   


« Last Edit: December 04, 2013, 10:15:05 pm by Mephansteras »
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Mephansteras

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Re: Distant Colony - Boardgame interest check
« Reply #1 on: July 02, 2013, 03:06:27 pm »

Distant Colony is a game of settlement building. Colonists from the home worlds will arrive on a regular basis, as will trade ships looking to buy and sell raw materials and goods. On the planet itself your settlements will grow as you add colonists, build buildings, and go from a tiny subsistence center to a thriving city.

Your Goal is to have the most Victory Points at the end of the game. You gain victory points from certain buildings throughout the game as well as from the buildings you have staffed at the end of the game.

The Game will end when all Available Colonists have been used, all available VPs have been used, or a player has completely filled all of the space in their Settlement. Once a game ending condition is met, the Round will go through to its completion and then game will then end.

The game is split up into Rounds. Every round each player will secretly choose one of the six Phases that they want to have happen that turn and PM me their choice. Once all players have chosen, I will start the Round. All of the phases chosen by the players will happen that round, with the players who chose a given phase getting an advantage during that phase.

Phases

The Six Phases are as follows:
  • Survey: Alien planets have a great deal of data that can be gathered on them and sold, generating Wealth.
  • Colonization: Colonists from the home world arrive
  • Build: Each Player may construct a new facility in their settlement
  • Produce: Facilities produce resources, goods, wealth, or Victory points
  • Trade: Players may buy and sell goods with the trade fleets that visit the planet
  • Organization: Players my reorganize where their colonists are working

The Phases happen in order, and most phases are done simultaneously. A full breakdown of the phases and what they do will be presented later.

Players may Trade amongst themselves freely, regardless of Phase. Wealth, Resources, and Colonists may all be traded.

Colonists

There are four kinds of Colonists: Unskilled, Skilled, Expert, and Criminal.

Unskilled can only work on the more basic jobs of the colony. They are abundant and make up the majority of colonists that will be arriving.
Skilled can perform most jobs on the colony and are required for some of the more advanced jobs. They are rarer than the Unskilled colonists.
Experts can perform nearly any job on the colony and are required for the most advanced jobs. They are quite rare.
Criminals are, for the most part, simply a drain on your resources and cannot be assigned to work in the majority of buildings. They are, however, rather rare.

Resources

There are 8 types of Resources in the game: Food, Basic Raw Resources, Rare Raw Resources, Basic Goods, Rare Goods, Basic Machines, Advanced Machines, and Xeno Materials.

Resources are physical items that take up space, and therefore must be stored. They are also physically bought and sold to Traders and can be traded between players. Resources are only available in limited quantities for trade, so the colonies must produce much of what they need themselves.

Food: The most common resource produced by any settlement, and also the most vital. Without food, no other work on the colony can get done.
Basic Raw Resources: Wood, Metals, Silicates, Gases, and the like. Useless by themselves, but can be refined into Basic Goods.
Rare Raw Resources: Precious Metals, Rare Earth Elements, Radioactives, and the like. Useless by themselves, but can be refined into Rare Goods.
Basic Goods: Everything from Building materials to Furniture to Office Supplies. They represent the common materials and items needed for civilized life and are needed to Build buildings or Machines.
Rare Goods: Luxury Goods, Advanced Circuitry, and other components needed for a higher standard of living or advanced manufacturing. They are needed for a few buildings and to make Advanced Machines.
Basic Machines: From farm equipment to forklifts and machine presses, basic machines make all Industry work. They are required for many buildings.
Advanced Machines: These represent the pinnacle of technology on a colony and are used for difficult, delicate, or scientific work. Required for many advanced buildings.
Xeno Materials: Strange alien life and other exotic materials not found on other planets. They are used for advanced scientific research.

Buildings

There are five different category of Buildings: Colonial Infrastructure, Farming, Harvesting, Manufacturing, and Scientific.

Colonial Infrastructure includes your starting Colonial Center, Warehouses, Universities, Markets, Resorts, and Prisons.
Farms provide food for the colony. There are basic Farms, large Industrial Farms, and specialized Xeno Farms to cultivate alien life forms for study.
Harvesters gather the raw resources of the planet. There are basic Harvesters, large Harvester Complexes, and advanced Rare Harvesters to extract Rare resources.
Manufacturing buildings produce Goods or Machines. There are basic Goods Factories and Machine Factories, large Goods Factory Complexes and Machine Factory Complexes, and specialized Rare Goods Factories and Advanced Machine Factories.
Scientific Buildings product Victory Points. There are basic Laboratories, large Laboratory complexes, and Advanced Laboratories that study Xeno Materials.

All buildings that have Staff will only work if their Staff is fed during the phase that the building is used.

Buildings also have a Size, generally 1 or 2. You have 15 total spaces in your Settlement available. One is already used by your Colony Center, leaving you 14 spaces to use during the game.

Spoiler: Buildings List (click to show/hide)

Wealth
Wealth is used as a general trade medium. Resources are bought and sold with wealth, and it can be traded amongst players.


Phases: Detail
Survey
  Basic Effect: Each player gains 1 Wealth
  Played Effect: You gain 2 Wealth instead of 1

Colonization
  Basic Effect: Each player takes 1 available colonist in turn, beginning with the Starting Player. Players also get any reserved colonists they have selected.
  Played Effect: In addition to the colonist(s) you gain, you also get to Reserve a colonist. Take any 1 available colonist from the source pool. Next time Colonization is performed, you gain that reserved colonist.
  Note: Colonists go into 'Temporary Housing' during this phase, not assigned to buildings.

Build
  Basic Effect: Each player may build one building, paying the appropriate costs to do so.
  Played Effect: You may immediately staff the building with colonists from your Temporary Housing. If the building can hold more than one colonist, you may staff it to full capacity.

Production
  Basic Effect: Each player may use any buildings with a Production Action (Farms produce food, Factories convert raw resources to good, etc.). They may be used in any order the player wishes.
  Played Effect: Gain 1 Wealth in addition to anything gained by your buildings.
 
Spoiler: Production Example (click to show/hide)

Trade
  Basic Effect: Each player trades with the Station in turn, beginning with the Starting Player. Any goods bought by the player are gone from the station, and any good sold by the player are available for other players to buy.
  Played Effect: In addition to the normal Trade, You may add a Contract to make a single resource available for purchase at a later date. You may have up to six contracts total. (For example, you could have contracts for 4 Food, 1 Basic Goods, and 1 Advanced Machine). Available Contracts may be used to purchase resources that are currently unavailable, but at whatever the current rate for that resource is.

Spoiler: Trade Environments (click to show/hide)

Organization
  Basic Effect: Each player may reorganize their colonists, moving them as needed between buildings and temporary housing. All building restrictions must still be met.
  Played Effect: In addition to reorganizing colonists, Gain First Player. If multiple players played Organization, than the next in line from the current first player gets First Player. The other player(s) may choose one other Phase played this turn and get its Played effect instead.



End Game Scoring

At the end of the game, each player tallies up the following to get their final score:
   All VPs gained from Staffed Buildings at the end of the game. Unstaffed buildings only give VP if they do not take staff (ex, Warehouse)
   All VPs gained during the game from Production
   -1 VP per unemployed Colonist, except Criminals
   -2 VP per unemployed Criminal
   1 VP for every 10 Wealth, rounded down. Convert all remaining Resources to their Wealth sell value using the Standard Trade Environment before doing this step.
« Last Edit: September 17, 2013, 02:09:31 pm by Mephansteras »
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GreatWyrmGold

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Re: Distant Colony - Boardgame interest check
« Reply #2 on: July 02, 2013, 03:31:48 pm »

Sounds interesting.
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10ebbor10

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Re: Distant Colony - Boardgame interest check
« Reply #3 on: July 02, 2013, 03:34:30 pm »

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EagleV

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Re: Distant Colony - Boardgame interest check
« Reply #4 on: July 02, 2013, 04:44:33 pm »

I'm interested as well.
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Mephansteras

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Re: Distant Colony - Boardgame interest check
« Reply #5 on: July 02, 2013, 04:49:33 pm »

Cool.

I'm flying out of town tonight, so I probably won't have too much time to do stuff with this thread until tomorrow. But once I get a chance I'll get the rules written up.
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griffinpup

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Re: Distant Colony - Boardgame interest check
« Reply #6 on: July 02, 2013, 05:12:46 pm »

I'd be interested.
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Parsely

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Re: Distant Colony - Boardgame interest check
« Reply #7 on: July 02, 2013, 05:29:36 pm »

Let's do it. Put me down as long as we're just doing this on the forum.
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Haspen

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Re: Distant Colony - Boardgame interest check
« Reply #8 on: July 02, 2013, 06:42:59 pm »

I like boardgames, they rarely require ton of rules, and I hate tons of rules.

Count me in as long it's forum-based and not timezone-locked.
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RulerOfNothing

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Re: Distant Colony - Boardgame interest check
« Reply #9 on: July 02, 2013, 08:00:44 pm »

Count me in as long it's forum-based and not timezone-locked.
Same here.
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evilcherry

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Re: Distant Colony - Boardgame interest check
« Reply #10 on: July 02, 2013, 09:19:59 pm »

If most phases are simultaneous I don't see the point of not joining.

Parsely

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Re: Distant Colony - Boardgame interest check
« Reply #11 on: July 02, 2013, 09:22:50 pm »

I wonder to what extent the players will be able to affect one another, or if it will mostly be a contest to see who can get the 'high score'.
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RangerCado

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Re: Distant Colony - Boardgame interest check
« Reply #12 on: July 03, 2013, 02:41:09 am »

A fan of both games and haven't had many people to play them with lately, i'll join... And own all the corn!

Edit: just remembered everything i'm doing late this month. Sorry. :(
« Last Edit: July 03, 2013, 02:43:30 am by RangerCado »
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Dariush

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Re: Distant Colony - Boardgame interest check
« Reply #13 on: July 03, 2013, 04:10:14 am »

Pleasedon'tbefullpleasedon'tbefullpleasedon'tbefull...

In.

Mephansteras

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Re: Distant Colony - Boardgame interest check
« Reply #14 on: July 03, 2013, 11:07:37 am »

Ok, well, that's more than 6. RulerOfNothing, evilcherry, and Dariush can get stuck on a replacement queue in case someone needs to drop out.

And to answer some questions:

1) This is going to be forum based and isn't timezone locked or anything. I'm Pacific time, so my updates will happen sometime during my day, but you are all free to post your turns whenever. There are a few cases where you'll have to wait until the person before you in turn order goes before you can post, but a lot of the game you can do without worrying about anyone else.

2) Interaction is somewhat limited. There are two phases where you will be pulling from a limited pool of resources, so that part has some competition. You can also trade between one another.

I'm working on the rules write-up, and there will be a bit of work I'll need to do to figure out the visual aspect of the game. But I'll try to post things incrementally so people can ask questions.
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